Demon Powers
Demon Power | Prerequisites | Benefits |
---|
Absorb Magic* | Demonhost 12, Drain Item, Soul Sipping | You are healing by damaging spells |
Acid Spray | Demonhost 4 | Attacks cause you to release a burst of acid |
Augmented Critical | Demonhost 6 | Your natural attacks have a 18-20 critical threat range and you deal triple damage on a critical hit |
Aura of Havoc | - | Enemies within 10 feet of you cannot flank or aid another |
Bloodlust | Demonhost 10, Bloody Healing | While receiving blood healing you benefit from the haste spell |
Bloody Healing | Demonhost 8, Rain of Blood | You gain fast healing whenever enemies bleed near you |
Boundless Reach | Demonhost 8 | You can make melee attacks at a range of 100 ft. |
Burning Blood | - | Your blood damages enemies who attack you |
Distance Distortion | Demonhost 14, Warp Disruption | Movement and ranged effects near you are cut in half |
Drain Item | Demonhost 6, Soulless | Your touch turns off the effects of magic items |
Empathic Feeding* | Soulless | You drain a target's emotions and charisma score so long as they have a morale or fear effect |
Enveloping Angles* | Demonhost 16, Distance Distortion | You can cause creatures to be eaten by angles in space time |
Eyethief | Demonhost 6 | You rip out the eyes of your enemies on a critical hit or sneak attack |
Fear Aura* | Demonhost 6 | You generate a fear effect around you |
Feed on Fear | Demonhost 4 | You gain fast healing while near a creature suffering from a fear effect |
Fetid Cloud | Demonhost 10, Protective Slime | You generate a cloud that sickens non-evil creatures and cause the ground around you to be sticky |
Fiery Aura | Demonhost 10, Smoking Aura | Your smoking aura ignites and deals fire damage to enemies in the area |
Fling | Demonhost 8, Preposterous Strength | You attacks throw enemies through the air and crushes their armor |
Ground Pound | Powerful Blows | You may slam the ground to knock enemies prone |
Horrifying Inevitability | Demonhost 10, Feed on Fear | So long as you are following an enemy suffering from fear you are much harder to kill |
Immobilize | Demonhost 4 | You can break off a weapon to pin an opponent in place |
Hellfire | Demonhost 12, Burning Blood | Your fire moves with sinister intelligence |
Mutilate | - | You damage an opponent's appearance and sense of self |
Nauseate | Demonhost 8, Protective Slime | You nauseate creatures you grapple |
Pain Aura | - | Enemies near you take additional damage |
Powerful Blows | - | You one handed attacks are considered two handed |
Piercing Attack | Demonhost 6, Powerful Blows | Your attacks remove opponents' damage reduction |
Preposterous Strength | Demonhost 4, Powerful Blows | Your attacks push back enemies and break bones |
Protective Slime | - | You are covered in acidic slime which damages on contact |
Rain of Blood* | Warmonger Spikes | You can cause bleeding foes to erupt into geysers of blood |
Right Behind You | Demonhost 10, Smell Fear | You can teleport to enemies who are under feat effects |
Smell Fear | - | You can smell fear |
Smoking Aura | Demonhost 4, Burning Blood | You generate smoke which causes coughing and reduces fire resistance |
Smothering Slime | Protective Slime | Your slime smothers opponents you grapple |
Soul Sipping | Soulless | You can devour the magical energies inside of enemies |
Soulfire | Demonhost 6 | You can damage yourself to deal damage to opponents in a burst |
Soulfire Retort | Demonhost 8, Soulfire | Your soulfire attacks become more powerful and can be performed in response to enemy attacks |
Soulless | - | You are immune to charms, compulsions, phantasms, and morale effects |
Strike Fear | - | Your attacks cause targets to become more fearful |
Warmonger Spikes | - | Your flesh erupts in spikes and your blood causes attacks to deal bleed damage |
Warp Disruption | Demonhost 10 | You can sense and disrupt attempts to teleport |
Weeping Wounds | Demonhost 4, Warmonger Spikes | Wounds you cause bleed more strongly and harder to heal |
Absorb
Magic (Su):
Your demon's hunger is so great that it is able to consume even energy meant to
injure it. You take no damage from spells, instead healing an amount equal to
however much damage that spell would have dealt. Each use of this ability
requires you to make a saving throw against gaining a point of influence. A
demonhost must possess the drain item and the soul sipping demon powers to take
this power. You must be at least 12th level to select this power.
Acid
Spray (Ex):
While in an unbound state whenever you take damage, you spray acidic fluid from
the sacs on its body, dealing 2d4 points of acid damage to all creatures in a
5-foot-radius burst (Reflex save half ). The save DC is Constitution-based (10
+ 1/2 your hitdice + your constitution modifier). You must be at least 4th
level to select this power.
Augmented
Critical (Ex):
While in an unbound state your natural attacks threaten a critical hit on a
natural 18-20 and deal triple damage on a successful critical hit. This does
not stack with any other form of critical hit range increase. You must be at
least 6th level demonhost to take this power.
Aura
of Havoc (Su):
While in an unbound state you generate an aura of mistrust and chaos,
preventing allies from aiding one another. This aura extends in a 30-foot radius
around you, and prevents all creatures within it from benefitting from the aid
another action, flanking, or any teamwork feat.
Bloodlust
(Su): The
taste and sight of blood fills you with energy and vitality. Your Bloody
Healing ability increased in range to 20 feet. Additionally on any turn in
which you gain fast healing from Bloody Healing you also benefit from the
effects of the haste spell. If you possess at least 16 levels in demonhost you
instead benefit from the effects of mythic haste. You must be at least 10th
level demonhost and possess the bloody healing power to take this ability.
Bloody
Healing (Su):
While in an unbound state blood flows from wounds through the air into your
body. Any bleed damage taken within 10 feet of you causes you to heal an amount
equal to half the bleed damage dealt. This range is determined at the beginning
of your turn each turn. You must have Rain of Blood and be at least demonhost
level 8 before you can take this power.
Boundless
Reach (Su):
While in an unbound state space bends to accommodate your attacks and you are
able to rend even reality itself. Your reach increases by 5 feet for the
purposes of attacks of opportunity and determining your threatened area.
However when you are actively attacking on your turn this range becomes much
longer. You are able to make melee attacks against any creature you are aware
of within 100 feet.
Burning Blood (Su): While in an
unbound state your blood heats to the point that it combusts on contact with
air. Any creature that damages you with a non-reach slashing or piercing melee
weapon is sprayed with blood , taking 1d6 fire damage on each successful hit.
Additionally
you may purposely deal 1 point of damage to yourself with any slashing or
piercing melee weapon as a swift action to ignite the weapon with burning blood
for 10 minutes, causing the weapon to deal 1d6 bonus fire damage plus an
additional 1d6 fire damage for every five levels of demonhost you possess. This
fire damage stacks with any fire damage the weapon might already deal. Once the
10 minutes elapse the weapon gains the broken status effect until receiving
basic repairs. Any weapons that already dealt some manner of fire damage before
the use of burning blood (such as a flaming weapon) do not gain the broken status
and do not require repair.
Distance
Distortion (Su):
While in an unbound state reality bends and warps within 30 feet of you. You
move and attack normally through this distorted area, but other creatures
within this area treat all distances as if they were double the actual distance
for all purposes, including movement, range for spells, and ranged attacks.
Freedom of movement does not prevent this. You must have the warp disruption
power to select this power. You must be at least 14th level to select this
power.
Drain
Item (Su):
Your demon constantly hungers and saps all but the most potent artifacts of
their power quite quickly. While in an unbound state you drain magic items with
a touch. Whenever you come into contact with a magic item with charges you
drain 1d4 charges from the item upon initial contact and every other round
thereafter. A successful disarm, sunder, or weapon bind check with a natural
weapon or no weapon triggers this ability. In the case of magic items without
charges you suppress them for as long as you remain in contact with them as 1d4
rounds thereafter. This applies even to items you are wielding. A demonhost
must possess the soulless demon power to take this power. You must be at least 6th
level to select this power.
Empathic
Feeding (Su):
You can drain emotions from humanoid beings while in an unbound state. To use
this ability you must be in an unbound state and standing within 30 feet of a
living humanoid who is experiencing extreme emotions (for rules purposes this includes
all creatures receiving a morale bonus or penalty and all creature affected by
either an effect with the emotion tag or effects which include an emotional
response such as Tasha’s hideous laughter). Each use of this ability requires
you to make a saving throw against gaining a point of influence.
In a single round, you can feed on a number of
people equal to your Charisma bonus. Any target who fails their Will save takes
1d4 points of Charisma drain. Those drained to 0 Charisma in this fashion fall
into a coma. You must have the soulless power before taking this power.
Enveloping
Angles (Sp):
While in an unbound state you can call upon the angles making up temporal space
to swallow your opponents. This requires a full round action and functions as
the Maze spell. If you are at least 18th level this instead functions as the
Maze of Madness and Suffering spell. Each use of this ability requires you to
make a saving throw against gaining a point of influence. You must be at least 16th level demonhost and
possess the distance distortion power to take this ability.
Eyethief
(Ex): While
in an unbound state you can forgo sneak attack damage or extra damage on a
confirmed critical hit to instead blind an opponent for 5 rounds. A creature
that has been blinded in this way cannot be affected again until it has
recovered from the current effect. Creatures that lack eyes are immune. You
must be at least 6th level to select this power.
Fear
Aura (Su):
As a swift action while in an unbound state, you can create an aura of fear
with a 10-foot radius around you. This effect is otherwise identical to a fear
spell with caster level equal to your class level and DC equal to 10 + 1/2 your
level + your charisma modifier. If a creature successfully saves against your
fear aura they cannot be affected by it for 24 hours. Each use of this ability
requires you to make a saving throw against gaining a point of influence. You
must be at least 6th level to select this power.
Feed
on Fear (Su):
You are nourished and healed by the fear of all nearby creatures. While in an
unbound state you gain fast healing 5 so long as there is at least one creature
within a 30-foot range of you who is affected by a fear effect.
Even while
your demon is bound this provides you with basic sustenance. So long as remain
in a area whose atmosphere is dominated by dread and fear you do not need food
or water to survive. It does not however diminish any feelings of hunger or thirst. You must be at least 4th level to
select this power.
Fetid
Cloud (Su):
You constantly spray a thin cloud of vile mist in a 30-foot-radius spread, as
long as you are in an unbound state. All non-evil creatures in the area are
sickened while within the cloud.
This mist
slicks the ground around you, and your wounds spray the same vile fluid. When
you are reduced to half of your full normal hit points or fewer, each square
within 30 feet of you requires 2 squares of movement for a non-evil creature to
enter. This effect doesn’t stack with that of any existing difficult terrain.
You must possess the protective slime power before selecting this one. You must
be at least 10th level to select this power.
Fiery
Aura (Su):
Your Smoking Aura expands greatly in size and ignites filling, with white hot
embers and flashes of burning vapors. Your smoking aura expands to fifteen feet
beyond your space. All creatures within your cloud take fire damage each round equal to 1d6 per
three class levels you possess. You must be at least 10th level demonhost and
possess the Smoking Aura power before taking this ability.
Fling
(Ex):
Whenever you use the Preposterous Strength ability you can make a trip check
against that opponent as a free action you may also make a sunder check against
the opponent's armor or shield. If you succeed at either check in addition to other
effects you fling them through the air, dropping the opponent 1d6 squares away
in a random direction. That opponent takes 1d6 falling damage. You must possess
the Preposterous Strength power before selecting Fling. You must be at least 8th
level to select this power.
Ground
Pound (Ex):
As a standard action, while in an unbound state, you can strike the ground
turning the area within a 10-foot radius into difficult terrain. Any creatures
in this area must succeed at a Reflex save (DC 10 + 1/2 your class level + your
strength modifier) or fall prone. You must have powerful blows before taking
this power.
Horrifying
Inevitability (Su):
You nearly immortal while in the presence of fear. While in an unbound state as
long as your are able to see, hear, or smell a creature currently experiencing
a fear effect you gain DR 10/- and spell resistance equal to 15+your level. You
must have feed on fear before you can select this power. You must be at least 10th
level to select this power.
Immobilize
(Ex): While
in an unbound state designate one of your natural attacks which deals piercing
damage, it can detach the end of that hook in the foe it struck, fastening that
opponent to a surface such as a floor or wall. (The your natural attack
appendage regrows immediately.) That enemy must succeed on a Reflex save or be
immobilized (see sidebar). This ability doesn’t work if the natural weapon
can’t fasten a creature to a surface. The save DC is Strength-based (10 + 1/2
your hitdice + your strength modifier).
An immobilized
opponent can pull itself free by taking a move action and making a Strength
check or Escape Artist check, DC equal to the reflex save DC. However, the act
of pulling free deals that foe 1d10 points of damage, unless it or someone else
takes a standard action and succeeds on a DC 21 Heal check to dislodge the hook
first. The check DCs are Strength-based. You must be at least 4th level to
select this power.
Hellfire
(Su): Your
flames are those of hell itself and move with a malign intellect. Any fire
damage you cause while in an unbound state is hellfire, dealing half fire
damage and half profane damage which cannot be prevented by fire resistance or
immunity. Additionally you can chose to shape any fire effects you create with
an area of effect as though using the sculpt spell and selective spell
metamagic feats on a spell. You must be at least 12th level and possess the
burning blood power to select this ability.
Mutilate
(Ex): Your
natural attacks cause horrific and hideous wounds that not only mar the
appearance of enemies but also supernaturally diminish a target's sense of
self-worth. While in an unbound state, any creature damaged by your natural
attacks take a -1 penalty on all Charisma-based checks. This penalty stacks ,
up to a -5 penalty, and it lasts even after the wounds are healed. They penalty
dmimishes at a rate of 1 every 24 hours until it reaches 0.
Nauseate
(Ex): While
in an unbound state noxious vapors and foul fluids constantly weep and seethe
from your body. Any creatures who engage in a grapple with you are nauseated
unless they make a Fortitude save each round the grapple is maintained (DC 10 +
1/2 your class level + your constitution modifier). After a failed save they
are nauseated as long as the grapple lasts and for 1 minute after the grapple
ends. You must have protective slime before selecting this power. You must be
at least 8th level to select this power.
Pain
Aura (Su):
Living creatures must attempt a Fortitude save when they come within 30 feet of
you, while you are in an unbound state. Those that fail take an extra 1d6
points of damage whenever they take damage from any other source while within the
pain aura’s area. The save DC is Charisma-based.
When a
creature that is affected by multiple pain auras would take extra damage from
the auras, it takes an extra 1d6 points of damage from one of the auras
affecting it. All other pain auras affecting that creature cause it to take
only 1 extra point of damage apiece. For example, a creature affected by three
pain auras takes an extra 1d6+2 points of damage each time that creature takes
damage from any other source.
A creature
that successfully saves cannot be affected again by your pain aura for 24
hours.
Powerful
Blows (Ex):
While in an unbound state your natural weapons and unarmed attacks are treated
as if they were two-handed weapons for the purposes of applying modifiers to
damage with Power Attack and from your Strength bonus.
Piercing
Attack (Su):
You can strike through damage reduction leaving a foes vulnerable to further
attacks. While in an unbound state the first time you strike a blow against a
foe, damage reduction applies normally. All following strikes against that foe
ignore all forms of damage reduction until the foe rests or is healed to full
hit points. You must have powerful blows before taking this power. You must be
at least 6th level to select this power.
Preposterous
Strength (Ex):
While in an unbound state you are able to strike with such tremendous force
that foes are forced backward. Each time you hit an opponent with a melee
attack you can move them up to 5 feet in any direction so long as this does not
end with the foe adjacent to you. Additionally whenever you score a critical
hit your opponent must make a fortitude save (DC 10 + 1/2 your level + your
strength modifier) or have their speed reduced by 10 feet as a result of broken
bones. This penalty stacks and remains until the affected creature benefits
from any amount of magical healing or a successful DC 20 heal check. You must
have powerful blows before taking this power. You must be at least 4th level to
select this power.
Protective
Slime (Su):
While in an unbound state, your skin is covered in a layer of acidic slime. Any
creature that strikes you with a natural or unarmed strike takes 1d8 acid
damage from this slime. Any creature which strikes you with a melee weapon must
make a Reflex save (DC 10 +1/2 your class level + your constitution modifier)
or the weapon takes 1d8 points of acid damage; if this damage penetrated the
weapon's hardness, the weapon gains the broken condition.
Rain
of Blood (Su):
As a standard action once per minute, while in an unbound state, you can
command the wounds of all creature within 30 feet of you to erupt into a gory
deluge of blood; any creature with less than their maximum number of hit points
in the area of effect take 1d6 points of damage plus 1d6 damage per three
levels of demonhost you possess and must make a Fortitude save (DC 10 + 1/2
your demonhost level + your constitution score). On a failed save they continue
taking damage from rain of blood as bleed damage until healed and are staggered
for as long as the bleed damage lasts. Creatures that are immune to bleed
damage are immune to rain of blood. Each use of this ability requires you to
make a saving throw against gaining a point of influence.
You must have
Warmonger Spikes before you can take this ability.
Right
Behind You (Sp):
As a swift action while in an unbound state, you can teleport to an unoccupied
space, which must be adjacent to a creature who you are aware of that is currently
affected by a fear effect. You can travel a maximum of 480 feet with each use
of this ability, and must wait 1d6 rounds between each use. Additionally if you
travel at least 40 feet, any shaken, frightened, or panicked creature you
arrive adjacent to is consisted flat footed to all of your attacks until the
beginning of you next turn, this includes attacks of opportunity. You must have
smell fear before you can take this power. You must be at least 10th level demonhost
to select this power.
Smell
Fear (Su):
You can smell the fear of nearby living creatures. This functions similarly to
scent, except it functions at a range of 120 feet and only allows you to detect
creatures that are currently experiencing a fear effect. This ability functions
even while your demon is in a bound state.
Smoking
Aura (Su):
While in an unbound state you are surrounded by a cloud of obscuring and
choking gray smoke. This smoke extends for five feet beyond your space and
provides partial concealment to all creatures within it, except against your
attacks which ignore all concealment from the smoke. Additionally any
non-demonhost creature within the area loses 10 points of fire resistance and
takes a -2 on all saving throws against fire effects for as long as they remain
within the cloud. You must be at least demonhost level 4 and possess the
burning blood power before selecting this ability.
Smothering
Slime (Su):
The slime that coats your body attempts to flow over and into the mouths and
nose of any creature you grapple. Each round you maintain a grapple the
creature you are grappling cannot breathe, speak, or use any spells that
require a verbal component. You must have the protective slime power before
selecting smothering slime.
Soul
Sipping (Su):
Are you able to harnass the void in yourself created by your possessing fiend
to drain the life and magical energy from others. While in an unbound state any
natural attack or touch attack you make drains one randomly determined spell
slot, daily use limited spell-like ability, or prepared spell from any target
hit. If the target does not possess spells it removes one ki point or similar
class feature resource. These resources can be recovered normally by the target
after a normal rest period. A demonhost must possess the soulless demon power
to take this power.
Soulfire
(Su): As a
standard action that provokes attacks of opportunity, while in an unbound
state, you can deal itself 5 points of damage to tear flesh from your body and
hurl that flesh up to 100 feet with perfect accuracy. When it lands, the flesh
explodes in a 20-foot-radius burst, dealing 4d6 points of damage, half of which
is fire damage and other half is profane damage which cannot be resisted
(Reflex save half). Demonhosts are immune to soulfire. The save DC is Constitution-based
(10 + 1/2 your hitdice + your constitution modifier).
By dealing
yourself an extra 5 points of damage, you can widen the burst to a 40-foot
radius. By dealing yourself an extra 10 points of damage, you can make the
burst deal maximum damage. You can use both of these abilities on the same
soulfire attack, but take damage for each. You must be at least 6th level to
select this power.
Soulfire
Retort (Su):
Whenever you take damage from an opponent’s melee attack, while in an unbound
state, you can unleash a 15-foot cone of soulfire as a swift action on its next
turn. The cone as well as normal soulfire attacks now deal damage equal to 1d6
per two levels of demonhost you possess(Reflex save half). The save DC is
Constitution-based (10 + 1/2 your hitdice + your constitution modifier). You
must have the soulfire power before selecting soulfire retort. You must be at
least 8th level to select this power.
Soulless
(Su): Where
other demonhosts are driven to excess and sadism your fiend fills you with a
great sense of ennui and as a result it is immensely difficult to move with
external stimuli. While in an unbound state you are immune to charms,
compulsions, phantasms, and morale effects. Additionally the DC to intimidate
you is increased by 6, this bonus is retained even in a bound state.
Strike
Fear (Su):
If you confirm a critical hit or deal sneak attack damage on a target currently
suffering from a fear effect, that effect automatically becomes one step more
severe (shaken creatures become frightened, frightened creatures become
panicked, and panicked creatures cower in fear). A will save (DC 10 +1/2 your
hitdice + your charisma modifier). negates this increase. This ability
functions even while your demon is bound.
Warmonger
Spikes (Su):
While in an unbound state metal spikes erupt from beneath your skin acting as
armor spikes with an enchantment bonus equal to 1/3 your level (maximum +5) or
equal to your automatic bonus progression whichever is higher. These spikes cause your body to constantly
weep blood which coats not only the spikes but also any other weapons you use.
The spikes as well as all other weapons (natural or manufactured) you wield
gain the wounding property as your blood gets into your opponents wounds and
prevents coagulation.
Warp
Disruption (Su):
You can sense disruptions in space time within 1 mile. You are aware of any
conjuration effect used within this area and know the direction and approximate
distance. This effect works even while your demon is bound.
While in an
unbound state you are able to actively disrupt such abilities. Whenever a
creature uses a teleportation effect to enter or leave a space within 30 feet
of you, the user must attempt a caster level check with DC equal to your class
level + 5. On a failed check, the teleportation effect is negated. If you so
choose, you can instead allow the teleportation effect to complete but redirect
the arrival location of the effect to any unoccupied space within 120 feet. You
must be at least 10th level to select this power.
Weeping
Wounds (Su):
While in an unbound state your wounds bleed with great speed and refuse to
clot. All bleed effects caused by you deal an additional 1d6 damage and cannot
be healed by spells, natural healing, or heal checks unless the healer succeeds
at a heal check (DC 10 + 1/2 class level + charisma modifier). You must be at
least 4th level demonhost and possess the Warmonger Spikes power before
selecting this ability.
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